marlonbrando wrote: »
So you want the server to check this every... millisecond? every second? For every player? And it effectively needs to record each time you receive damage with a time stamp in order for the formula to work.
Congratulations you’ve killed the server.
Donny_Vito wrote: »
marlonbrando wrote: »Or even,
if (last_damage_time() - current_time()) > 60 then
cancel_in_combat()
end
validifyedneb18_ESO wrote: »How people thing a single if statement is somehow going to drag server performance down, I have no damn clue.
Every physics simulated item in the game has to do 3 floating point integer comparisons, against every other static or otherwise object in the scene every physics frame. And that is just AABB pre-checks.
But no, comparing 1 global integer against a local player integer, once per player per frame, waaaay too much for the servers to handle.
redlink1979 wrote: »Really, just remove the condition to mount while in combat. I've personally always thought this to be an unnecessary restriction. So what if some guy at 1% HP mounts and runs off. That's what would happen IRL anyway and would make combat more realistic.
marlonbrando wrote: »Or even,
if (last_damage_time() - current_time()) > 60 then
cancel_in_combat()
end
If i take damage at 10 seconds, and 100 seconds have passed, so now its 110 seconds, then it becomes...
if (-100 > 60) then
cancel_in_combat() //never executes
end
It has to be: current_time()-last_damage_time()...
Because as it is... it would cause an infinite incombat bug...
...you are qualified as a ZoS programmer, congratulations.
Versispellis wrote: »